proc getType(p: GodotVariant): VariantType {.inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant) {.inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; src: GodotVariant) {.inline, raises: [],
tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; b: bool) {.inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; i: uint64) {.inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; i: int64) {.inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; r: cdouble) {.inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; s: GodotString) {.inline, raises: [],
tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; v2: Vector2) {.inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; rect2: Rect2) {.inline, raises: [],
tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; v3: Vector3) {.inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; t2d: Transform2D) {.inline, raises: [],
tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; plane: Plane) {.inline, raises: [],
tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; quat: Quat) {.inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; aabb: AABB) {.inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; basis: Basis) {.inline, raises: [],
tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; trans: Transform) {.inline, raises: [],
tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; color: Color) {.inline, raises: [],
tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; nodePath: GodotNodePath) {.inline,
raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; rid: RID) {.inline, raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; obj: ptr GodotObject) {.inline,
raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; arr: GodotArray) {.inline, raises: [],
tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; pba: GodotPoolByteArray) {.inline,
raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; pia: GodotPoolIntArray) {.inline,
raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; pra: GodotPoolRealArray) {.inline,
raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; psa: GodotPoolStringArray) {.inline,
raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; pv2a: GodotPoolVector2Array) {.inline,
raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; pv3a: GodotPoolVector3Array) {.inline,
raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; pca: GodotPoolColorArray) {.inline,
raises: [], tags: []
.}
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proc initGodotVariant(dest: var GodotVariant; dict: GodotDictionary) {.inline,
raises: [], tags: []
.}
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proc deinit(v: var GodotVariant) {.inline, raises: [], tags: []
.}
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proc asBool(self: GodotVariant): bool {.inline, raises: [], tags: []
.}
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proc asUInt(self: GodotVariant): uint64 {.inline, raises: [], tags: []
.}
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proc asInt(self: GodotVariant): int64 {.inline, raises: [], tags: []
.}
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proc asReal(self: GodotVariant): cdouble {.inline, raises: [], tags: []
.}
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proc asGodotString(self: GodotVariant): GodotString {.inline, raises: [], tags: []
.}
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proc asVector2(self: GodotVariant): Vector2 {.inline, raises: [], tags: []
.}
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proc asRect2(self: GodotVariant): Rect2 {.inline, raises: [], tags: []
.}
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proc asVector3(self: GodotVariant): Vector3 {.inline, raises: [], tags: []
.}
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proc asTransform2D(self: GodotVariant): Transform2D {.inline, raises: [], tags: []
.}
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proc asPlane(self: GodotVariant): Plane {.inline, raises: [], tags: []
.}
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proc asQuat(self: GodotVariant): Quat {.inline, raises: [], tags: []
.}
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proc asAABB(self: GodotVariant): AABB {.inline, raises: [], tags: []
.}
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proc asBasis(self: GodotVariant): Basis {.inline, raises: [], tags: []
.}
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proc asTransform(self: GodotVariant): Transform {.inline, raises: [], tags: []
.}
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proc asColor(self: GodotVariant): Color {.inline, raises: [], tags: []
.}
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proc asNodePath(self: GodotVariant): GodotNodePath {.inline, raises: [], tags: []
.}
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proc asRID(self: GodotVariant): RID {.inline, raises: [], tags: []
.}
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proc asGodotObject(self: GodotVariant): ptr GodotObject {.inline, raises: [], tags: []
.}
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proc asGodotArray(self: GodotVariant): GodotArray {.inline, raises: [], tags: []
.}
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proc asGodotPoolByteArray(self: GodotVariant): GodotPoolByteArray {.inline,
raises: [], tags: []
.}
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proc asGodotPoolIntArray(self: GodotVariant): GodotPoolIntArray {.inline, raises: [],
tags: []
.}
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proc asGodotPoolRealArray(self: GodotVariant): GodotPoolRealArray {.inline,
raises: [], tags: []
.}
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proc asGodotPoolStringArray(self: GodotVariant): GodotPoolStringArray {.inline,
raises: [], tags: []
.}
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proc asGodotPoolVector2Array(self: GodotVariant): GodotPoolVector2Array {.inline,
raises: [], tags: []
.}
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proc asGodotPoolVector3Array(self: GodotVariant): GodotPoolVector3Array {.inline,
raises: [], tags: []
.}
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proc asGodotPoolColorArray(self: GodotVariant): GodotPoolColorArray {.inline,
raises: [], tags: []
.}
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proc asGodotDictionary(self: GodotVariant): GodotDictionary {.inline, raises: [],
tags: []
.}
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proc call(self: var GodotVariant; meth: GodotString;
args: ptr array[256, ptr GodotVariant]; argCount: cint;
error: var VariantCallError): GodotVariant {.inline, raises: [], tags: []
.}
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proc hasMethod(self: GodotVariant; meth: GodotString): bool {.inline, raises: [],
tags: []
.}
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proc `==`(self, other: GodotVariant): bool {.inline, raises: [], tags: []
.}
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proc `<`(self, other: GodotVariant): bool {.inline, raises: [], tags: []
.}
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proc hashCompare(self, other: GodotVariant): bool {.inline, raises: [], tags: []
.}
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proc booleanize(self: GodotVariant): bool {.inline, raises: [], tags: []
.}
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proc `$`(self: GodotVariant): string {.raises: [], tags: []
.}
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